Author Topic: Axe Minesweeper  (Read 47924 times)

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Offline whitevalkery

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Re: Axe Minesweeper
« Reply #165 on: September 16, 2010, 02:39:34 pm »
yeah... the contest version crashed my calc instantly as i tried to run it...

is this the bug? or is it because i am trying to run it with DCS7?
I'm planning to upload the new version after school today, so that disappointed people can at least play a better version.



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Offline Builderboy

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Re: Axe Minesweeper
« Reply #166 on: September 16, 2010, 02:44:38 pm »
Like i said in the other topic, its an app because its so large :)

Offline whitevalkery

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Re: Axe Minesweeper
« Reply #167 on: September 16, 2010, 03:48:04 pm »
Like i said in the other topic, its an app because its so large :)
yeah...
my bad...
i didn;t change the settings before...
now it works fine :)



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Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #168 on: September 16, 2010, 04:32:17 pm »
Weird I did not get crashes in the old version... maybe I was just lucky. I did notice some weird bugs sometimes, though. I ran it as APP

Offline Raylin

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Re: Axe Minesweeper
« Reply #169 on: September 16, 2010, 04:47:08 pm »
This game causes many crashes for me and my Axe is up-to-date. Is there something that I'm missing?
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Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #170 on: September 16, 2010, 04:52:05 pm »
You compiled it as APP, right? I only tried it on OS 2.41 btw
« Last Edit: September 16, 2010, 04:52:23 pm by DJ Omnimaga »

Offline Raylin

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Re: Axe Minesweeper
« Reply #171 on: September 16, 2010, 04:52:39 pm »
Ooooohhh.... Failsauce. I will do that when I get back to my dorm.
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Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #172 on: September 16, 2010, 04:56:45 pm »
I normally included the source+executable with the entries (or in two ppl case, just the executable), but unfortunately I hit a wall when I tried to figure out how to sign apps with Rabbitsign, so people have to compile it themselves x.x

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #173 on: September 16, 2010, 07:31:50 pm »
Kay, here.  Version 0.9.5.
I should have submitted this one, but oh well...

Should be bug-free, although that's the only difference.  (no new features).
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Axe Interpreter
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Offline Deep Toaster

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Re: Axe Minesweeper
« Reply #174 on: September 16, 2010, 07:52:54 pm »
I didn't have time to include wraparound, or make any kind of elaborate high scores list, but now you can contort your minefield size so long as the total is equal or under to about 355.

No wraparound? That's not a problem. Not many PC minesweeper games have wraparound, anyway :)




Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #175 on: September 16, 2010, 07:53:44 pm »
Cool I'Ll try it after I'm done judging everything (although that may take a while x.x and I'm not doing any today since I am tired)

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #176 on: September 16, 2010, 07:56:36 pm »
I didn't have time to include wraparound, or make any kind of elaborate high scores list, but now you can contort your minefield size so long as the total is equal or under to about 355.

No wraparound? That's not a problem. Not many PC minesweeper games have wraparound, anyway :)

Yes, but wraparound is EPIC.  (I've never seen it or been able to enable it, but I was looking forward to trying it myself...)
My website: Currently boring.

Projects:
Axe Interpreter
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   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #177 on: September 16, 2010, 08:00:20 pm »
It would be cool to try playing Minesweeper with that. I wonder if it would be very hard to implement, though? Also, would the map scroll continuously, looping, as if it was going further in the map, or would the cursor move at the edge of the map, then instantly jump on the very opposite side of the map?

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #178 on: September 16, 2010, 08:04:04 pm »
Umm...
The cursor jumping to the other side was something I was originally going to include, anyways, although I was unable to make it work in time.
Making the actual map loop continuously would be wickedly hard (and I'm unable to come up with any clever ways to do it at this moment).
With wraparound, I think you just have to make the mine placement and expanding loop to the other side once, which should be easy enough to do.
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline shmibs

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Re: Axe Minesweeper
« Reply #179 on: September 16, 2010, 08:11:38 pm »
map looping wouldnt be that hard...
how exactly are you storing your "map" data?